Chapter Approved 2017: Leak Compilation

Time for another leak and rumor compilation, this time for Warhammer 40k 8th edition Chapter Approved Supplement rumors and leaks. As with the other compilations the Warhammer 40k 8th edition Chapter Approved Supplement codex will feature both Games Workshop community info and any other Internet leaks and rumors as they come!

Check back everyday as new leaks and rumors for Warhammer 40k 8th edition Chapter Approved Supplement will be added, without notification.

Pre-Order Date: 11/25/17

Price: $35

What you will find Inside

A blank army roster pad containing 50 sheets, enabling you to record what’s in your army;
24 mission cards featuring missions from Chapter Approved, split as follows:
– 6 Planetstrike Missions;
– 6 Stronghold Assault Missions;
– 6 Eternal War Missions;
– 6 Maelstrom of War Missions;
47 stratagems from Chapter Approved, split as follows:
– 12 Planetstrike Stratagems;
– 12 Stronghold Assault Stratagems;
– 7 Battlezone: Industrial Worlds Stratagems;
– 16 Detachment Stratagems;A token sheet featuring numbered Objective Markers and 2 9″ Deep Strike rulers; 2 game trackers that each enable you to keep track of both Command and Victory points in your games.An enormous toolkit of rules, updates and ways to play, Chapter Approved is an essential purchase for any Warhammer 40,000 player. Expanding upon the rules found in the Warhammer 40,000 book, this 128-page softback book contains narrative-driven battles and scenarios depicting brutal sieges, exciting new ways to play, mechanics for designing your own vehicles and a host of new rules to take to the battlefield.The RulesSplit into 3 sections – Open Play, Narrative Play and Matched Play – with explanations and expansions of the rules for each.Open Play

Games of Warhammer 40,000 with few restrictions, where players are free to invent their own stories and frameworks with unlimited force sizes – this is Open Play. Chapter Approved provides the following guides to making your Open Play games as open and fun as possible:

– Apocalypse: huge, dramatic tabletop conflicts in which hundreds of infantry and squadrons of vehicles are locked in desperate conflict, games of Apocalypse are Warhammer 40,000 turned up to 11. Combine armies into immense forces, unleash terrifying super-heavy war engines – Apocalypse is your gateway to truly epic battles.Chapter Approved features a comprehensive guide to running games of Apocalypse, from 3 missions, ideas for multi-table battles and recommendations for an officiated game featuring an Umpire with special influence on the battle.
– Land Raider variants: this is a set of guidelines on designing your own datasheets for Land Raider conversions, meaning totally new variants for your games made completely by you! There are 5 example datasheets covering Ultramarines, Space Wolves, Blood Angels, Dark Angels, and Chaos Space Marines tanks, and a blank datasheet for you to create your own, whatever Chapter you choose.

Narrative Play

Narrative Play games are characterised by pre-generated storylines that often take in entire worlds embroiled in war, from the initial invasions to the bloody battles that follow. Chapter Approved provides rules and missions that the players can chain together, following a conflict from the initial spark to its brutal denouement:

– Planetstrike: rules for playing games of devastating planetary assaults, with one player taking the role of attacker and the other defending, each using the new Warlord Traits, Stratagems and detachments designed for this play style. Included are 6 Planetstrike missions, along with 6 examples of common battlefield deployments;
– Stronghold Assault: rules for games in which players fight over fortified war zones, again deciding between them the roles of attacker and defender. This includes unique Abilities, Warlord Traits, Detachments and Stratagems, as well as 6 Stronghold Assault missions;
– Rules are included for linking games together in linear, narrative-led campaigns, with losses and victories deciding advantages in subsequent games;
– Datasheets for the following 11 fortifications: Aegis Defence Line, Imperial Bastion, Imperial Defence Line, Imperial Bunker, Vengeance Weapon Battery, Plasma Obliterator, Firestorm Redoubt, Macro-cannon Aquila Strongpoint, Vortex Missile Aquila Strongpoint, Void Shield Generator, Skyshield Landing Pad.

Matched Play

For many players, the thrill of Warhammer 40,000 is in testing their mettle against equally-powerful opponents in games where the fight is not decided by who has the biggest gun. When battle-forged armies go to war, victory will go to the commander who has fortune, strategy and cunning on their side. Included in this book:

Relic: Once per game at end of movement, teleport a friendly infantry or biker unit to within 6″ and outside of 9″ of enemy model

Stratagem: 1CP select an enemy vehicle within 1″ of a watch master and on a 2+ vehicle suffers d3 mortal wounds

Stratagem: 1CP each time you make a hit roll a 6+ in the fight phase and its not an imperium or chaos aligned model, make an extra attack. additional attacks cant be created from these.

Drukari Rules

Warlord Traits:

Wych Cult: Each roll of a 6+ in the fight phase causes 3 hits

Haemonculus Coven: Heal d3 wounds at the start of each turn

Dark Eldar: Re-roll to hits and to wound rolls of a 1 during the fight phase.

Relic: Pistol 2 R12 S1 AP-2 D2 wounds on a 2+ vehicles on a 6+. For each model killed bearer gains a wound

Strategem: 1CP/3CP one infantry, beast, or biker unit or 2 for 3 CP may use the webway and emerge onto the battle at the end of any of your movement phases. Setting up anywhere that is 9″ or more from enemy units. Can only be used once per battle.

Harlequins Rules

Warlord Trait: Re-roll hit rolls of a 1

Relic: Increase leadership by 1, and all enemy units within 6″ reduce their leadership by 1

Stratagems: 1CP/3CP one infantry, beast, or biker unit or 2 for 3 CP may use the webway and emerge onto the battle at the end of any of your movement phases. Setting up anywhere that is 9″ or more from enemy units. Can only be used once per battle.

Stratagems: 1CP after a harlequin unit has advanced, it gains a 3+ invul until start of next turn.

Genestealer Cults Rules

Warlord Trait- friendly infantry units can do a Heroic Intervention within 6″

Relic- +1 strength to friendly infantry unit within 6″

Stratagems: 1CP end of movement phase, remove a infantry unit from the board that is more than 6″ from enemy models. At the end of the next movement phase, return it to the board using Cult Ambush.

Stratagems: 1CP infantry units within 2″ of each other and one contains more than 10 models and the other less than 10 models, you may combine them into a single unit for the rest of the game at the end of the movement phase

Warlord Traits: Re-roll failed to hit rolls if they have if they have not moved this turn

Warlord Traits: The Warlord can advance and shoot as if it had not moved

Relic: 1 time per game, you may re-roll a single hit roll, wound roll, or damage roll for the bearer or a unit within 6″. Also each time a stratagem is used by opponent, roll a d6 and if a 6 is rolled, gain 1CP

Stratagem: Use when an enemy unit is hit by a marker light, gain D3+1 markerlight counters next to the unit.

Example on how to Build a Customer Vehicle

Building the Land Raider: use the following steps
1. Primary Sponson Weapons determine Transport Capacity
two twin lascannons 10
two hurricane bolters 16
two flamestorm cannons 10

6. List abilities
All have the explodes and smoke launchers abilities
Imperium: power of machine spirit
Chaos: daemonic machine spirit ability
Land Raiders with 3 twin lascannons and or 2 lascannons have power overlord ability
Land Raiders with neither lascannons or twin lascannons can have frag assault launchers

Warhammer Community Content

Chapter Approved allows you to explore rich, escalating narrative campaigns, providing you with a toolbox that’s a treat for any creative gamer. The main two features for campaign gamers are Planetstrike and Stronghold Assault. Both of these expansions feature unique Stratagems and Detachments, as well as special rules aimed at fast-moving warfare in the former and grinding attritional sieges in the latter.

There are 6 missions for each of these expansions; played in sequence, they make for an epic campaign showing every stage of a planetary invasion. We’ve all read these epic stories in Black Library novels like The Siege of Castellax and The Guns of Tanith, and with Chapter Approved, you’ll be able to play through them yourself. To help add a sense of progression to your games, your heroes and army will acquire special powers throughout, helping to tip the odds in their favour in the final, epic confrontation.

Not all campaigns need to be epic stories of betrayal and vengeance; they can be a great way for matched play fans to prove their superiority over their peers, too. Chapter Approved contains guidelines for running your own ladder campaigns; simple leagues that are a perfect way for gaming clubs, school groups and friends to settle perhaps the most important question to any gathering of gamers – which of us is the best at Warhammer? As you play games, you can ascend the ladder, with the winner being the person that’s holding onto the top spot at the end!

What if where you fought was as important as the armies you fought with? While we love the new, streamlined rules for terrain in the latest edition of Warhammer 40,000, we know loads of players have been crying out for some deeper rules for their battlefield scenery. In Chapter Approved, you’ll be able to take full advantage of your collection of Sector Mechanicus terrain with a range of new rules, while every gamer can try the new Battlezone: Empyric Storm, simulating combat at the heart of a raging warp-vortex. Battlezone rules can be used in any kind of gameplay, whether you’re looking for a particularly epic site for the final confrontation in your narrative campaign, a battleground to test your self-designed open play Land Raiders or a new tactical challenge for your next matched play tournament.

Industrial Worlds battles are designed to represent what it’s like fighting at the heart of a Forge World. There are 7 new Stratagems exclusive to this mode of play, allowing for new interactions between certain pieces of Sector Mechanicus terrain or just new ways to move around them – infantry, for example, can make use of ad-hoc grappling hooks:

Empyric Storms, on the other hand, may well make for some of your most dramatic games of Warhammer 40,000 ever. With the opening of the Cicatrix Maledictum, the Imperium is wracked by all manner of warp-borne disturbances, and these rules allow you to represent that on the tabletop with some fun and thematic rules. Every turn, you roll on a table representing the fluctuation of the storm. Some events are instantaneous – Psychic Apotheosis, for example, gives one character the dubious gift of warpcraft – while others are persistent and pile up as the game goes on. Null Tide, for instance, can leave durable units in the lurch as their invulnerable saves begin to fail them.

Complimenting both these game types is a range of datasheets and extra rulings for in-game terrain. You’ll find deeper rules for all your Sector Mechanicus buildings – plasma scenery, for example, offers cover to your units, but has a chance to discharge plasma when they come under fire. Meanwhile, Chapter Approved contains rules for a huge range of fortifications, so adding bunkers, defence towers and more to your army is easier than ever!

Chapter Approved is a particularly exciting opportunity, as it allows the Design Studio to rebalance the game on a yearly basis. This year’s Chapter Approved is, in short, an essential update for all matched play fans.

First, there are a few changes to the core rules of Warhammer 40,000 specific to matched play. We’ve previewed a couple of these, but to remind you: Boots on the Ground means that no Flyers can score points, while Troops in every army now have priority over other non-Troops units when scoring objectives.

Additionally, Command re-rolls can no longer be used to affect Mission dice rolls. These are rolls that are used to determine who gets the first turn, whether the game continues after turn 5, and so on. Understrength units can only be taken in Auxiliary Support Detachments, while the rules on targeting characters have received a very slight change in order to prevent, for want of a better word, shenanigans involving line of sight manipulation.

Of course, the most exciting change is new points for loads of units! Since the release of Warhammer 40,000, the game has evolved considerably, with the release of codexes and points changes therein bringing new units to prominence relative to some of their fellows.

These points changes are designed to make every option feel more viable. Several popular characters, like Saint Celestine, Belisarius Cawl, and Roboute Guilliman, have increased in points, while some oft-overlooked options have received a reduction, making them much more tempting. Plague Marines, for example, now cost fewer points in both the Death Guard and the Chaos Space Marines army – if you’ve been looking for an excuse to pick up this awesome kit, now’s your chance!

That’s not all. Chapter Approved also contains updated points for the Imperial Armour indexes. We know people love using their Forge World models in Warhammer 40,000 – after all, they’re awesome. Certain units, however, were crowding out other options and, as such, some have seen an increase, while others are now much more viable options. Among the most significant changes is to Malefic Lords; these masters of malevolent magics are now 80 points – still a very competitive HQ choice for any aspiring Chaos champion, but less open to abuse by less scrupulous players. On the other hand, certain units, such as the Sicaran Venator, have seen enormous points discounts (we’re talking in the neighborhood of 100 or more!), meaning there are all sorts of new tactical possibilities out there for cunning generals.

Since the release of the most recent edition of Warhammer 40,000, our studio has been hard at work getting every army an awesome codex as soon as possible, and we’re on track to see 10 this year alone! While you can expect many more codexes next year, we know that many gamers are eager for more rules for their army. Enter Chapter Approved:

Each one of these groups will be getting a Warlord Trait, Relic, at least one Stratagem, and in some cases even more. These are designed to add some thematic character to your army and should put you on a more even footing with those armies that have codexes already.

As you’d expect, these Stratagems and Warlord Traits are as useful and characterful as any you’ll find in a codex. The Harlequin’s Prismatic Blur, for example, helps bolster their armour saves as they blitz up the field, and it’s a fantastic way to keep your transports safe.

Meanwhile, if you’re looking for a particularly novel Warlord for your army, why not choose an Imperial Knight? Take a super-heavy detachment made purely of Questor Mechanicus or Questor Imperialis units – that’s Imperial Knights and Adeptus Mechanicus Knights to you and me – and one of them can be your warlord, allowing them to take a trait, and perhaps more importantly, the brutal Ravager relic:

Orks are known for many things; their robust approach to mechanical engineering, their adoration of violence in all its forms, and of course, DAKKA. Thanks to Chapter Approved, there’s now a Stratagem to help them express their love for shootin’:

With Blood Angels and Dark Angels both on the way, we haven’t forgotten about the other non-codex compliant Chapter. We’re, of course, talking about the Space Wolves. Thanks to some nifty errata, Space Wolves armies already have access to an array of Primaris units to accompany some old favourites. In Chapter Approved, as well as an array of points changes (more on those soon!), Space Wolves players will be able to take full advantage of a new Stratagem that turns bolt weapons into a deadly close combat deterrents:

We’ve only scratched the surface (did you know, for example, that Haemonculus Covens, Wych Cults and Kabals all get a Warlord Trait of their own?), and if you play any of these factions, points changes aside, you’ll want to get your hands on Chapter Approved.

The lifeblood of Warhammer 40,000 is missions. How you build an army and write a list is one thing, but every Warhammer 40,000 mission throws new challenges your way and forces you to rethink trusted strategies in the face of new obstacles and objectives.

In Chapter Approved, you’ll find 24 missions aimed at every kind of gamer, perfect for keeping your Warhammer 40,000 games feeling fresh. 12 of these missions are based on Stronghold Assault and Planetstrike (six each). We’ll be getting into these further as we discuss campaigns, but each of these narrative focused missions is great for a one-off game. All-out Attack is one of the most thematic, simulating a desperate assault against seemingly overwhelming forces as enemy units come back on a 4+ when destroyed! This is a great way to add a truly epic scale to your games of Warhammer 40,000 even if you don’t have a massive army.

As well as narrative, there are 12 new missions for matched play games – 6 Eternal War missions and 6 Maelstrom of War missions. These completely change the way you’ll approach matched play, and are set to present new challenges when writing effective lists. Ascension, for example, is a three-objective mission with a twist – you’ll need to use your characters to score as opposed to your infantry!

Roving Patrol, on the other hand, forces each player to split their army into 3 and randomly select a starting force from them, with the rest arriving as reinforcements. This considerably neuters the power of armies that rely on powerful first-turn attacks and provides an unusual puzzle for generals to solve. Do you try to balance each starting force, or concentrate your most powerful units in one for a chance to overwhelm your opponent early on?

Whatever missions you play first, you’ll be able to get hours of games of Chapter Approved – and that’s before you even get into the wealth of content elsewhere in the book! Come back tomorrow when we’ll be looking at one of the most exciting features in the book – expanded rules for 11 factions currently without a codex, including stratagems, warlord traits and relics…

In Chapter Approved, Apocalypse is back, featuring rules and scenarios for playing your biggest battles ever. Apocalypse games are focused on epic moments, grand narratives, and fun, while accommodating armies that can run into the tens of thousands of points. The toolset in the book is a flexible and robust base from which you could build countless scenarios. We like the rules for multi-board games; perhaps one table could have a clutch of Deathstrikes waiting to fire as a team of desperate Pathfinders try to stop them before they annihilate the Ta’unar Supremacy Armour on another.

The Apocalypse missions are similarly awesome. Our favourite is Exterminatus, set during the death of a world while viral bombardments, cyclonic torpedoes and orbital lasers tear apart the very planet your warriors stand on.

It’s not just about the games themselves – Chapter Approved is full of advice on organising your Apocalypse games. As anyone who’s tried to run a club can attest to, organising a pack of Warhammer fans has a lot in common with trying to herd cats. Thankfully, you’ll find tips for planning your games, picking a place and even using a gamemaster or umpire to make sure everything runs smoothly.

With Apocalypse in Chapter Approved, you’re free to plan and play games you’ll remember for years afterwards; the epic, gaming-group spanning combats that every hobbyist remembers fondly. If you’ve ever wanted to play war on the scale it’s depicted in your favorite Black Library novels and art, or just fancy finding out how many Ork Boyz you need to take down a Warlord Titan, Apocalypse is for you – and it’s only a small slice of what you’ll find in Chapter Approved.

Look at the return of a much-loved feature from Rogue Trader – vehicle design rules!

Converting is a great part of the Warhammer 40,000 hobby. While our miniatures cover a vast swathe of the 41st Millennium, there’s huge scope for more, and converting models – or even writing their own datasheets – allows hobbyists to recreate some of the lesser-known aspects of the background and express their creativity. This is celebrated in Chapter Approved, which features rules for designing your own Land Raiders.

The Land Raider is one of the most customisable Warhammer 40,000 kits, thanks to five “hard points” that fit a range of Space Marine vehicle weaponry. As such, we decided that the Land Raider would be the perfect candidate for our first set of vehicle design rules.

Designing a Land Raider is simple. Each Land Raider has a main armament that determines its total transport capacity; hurricane bolters, for instance, give you 16 transport slots, while lascannons give you 10. From there, you’re able to choose a range of secondary armaments, from even more sponson weapons, to secondary abilities such as frag assault launchers. From a Chaos Titan-killer bristling with lascannons, to a Space Wolves assault vehicle armed with both helfrost and inferno cannons, there’s a huge range of possibilities available.

What’s best about these rules is that they’re just guidelines, aimed at providing a strong base for you to build on with conversions of your own. The beauty of open play is the variety and experimentation it allows, and perhaps you could apply these rules to Predators or even Tyranid bio-beasts.

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